// AI Stress Management Algorithm
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class VRScenarioController : MonoBehaviour
{
private QuantumMindAI ai;
private bool scenarioActive = true;
void Start()
{
ai = new QuantumMindAI();
StartCoroutine(RunScenario());
}
IEnumerator RunScenario()
{
while (scenarioActive)
{
float currentStress = ai.UpdateStress(0.1f);
DisplayStressLevel(currentStress);
TriggerFeedback(currentStress);
yield return new WaitForSeconds(1.0f); // Adjust the time interval as needed
}
}
void DisplayStressLevel(float stressLevel)
{
Debug.Log("Current Stress Level: " + stressLevel);
// Implement VR display of stress level here
}
void TriggerFeedback(float stressLevel)
{
if (stressLevel > 70)
{
// Implement feedback for high stress levels in VR scenario
Debug.Log("High Stress Level Detected - Triggering Feedback");
}
}
}
public class QuantumMindAI
{
private float stressLevel = 30;
private readonly Dictionary stressFactors = new Dictionary
{
{ "environment", 0.7f },
{ "isolation", 0.4f },
{ "task_load", 0.5f }
};
public float UpdateStress(float delta)
{
stressLevel += GetTotalStressFactors() * delta;
stressLevel = Mathf.Clamp(stressLevel, 0, 100);
return stressLevel;
}
public float ApplyIntervention(float effectiveness)
{
stressLevel -= 20 * effectiveness;
stressLevel = Mathf.Clamp(stressLevel, 0, 100);
return stressLevel;
}
private float GetTotalStressFactors()
{
float total = 0;
foreach (var factor in stressFactors)
{
total += factor.Value;
}
return total;
}
}
Heart Rate: 82 BPM
Oxygen Sats: 95%